/* Copyright 2015-2019 Egor Yusov * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF ANY PROPRIETARY RIGHTS. * * In no event and under no legal theory, whether in tort (including negligence), * contract, or otherwise, unless required by applicable law (such as deliberate * and grossly negligent acts) or agreed to in writing, shall any Contributor be * liable for any damages, including any direct, indirect, special, incidental, * or consequential damages of any character arising as a result of this License or * out of the use or inability to use the software (including but not limited to damages * for loss of goodwill, work stoppage, computer failure or malfunction, or any and * all other commercial damages or losses), even if such Contributor has been advised * of the possibility of such damages. */ // EngineSandbox.cpp : Defines the entry point for the application. // #include "pch.h" #include "TestGeometryShader.h" #include "MapHelper.h" using namespace Diligent; void TestGeometryShader::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceContext, ISwapChain *pSwapChain) { if(!pDevice->GetDeviceCaps().bGeometryShadersSupported) { SetStatus(TestResult::Skipped, "Geometry shaders are not supported"); return; } m_pDeviceContext = pDeviceContext; ShaderCreateInfo CreationAttrs; RefCntAutoPtr pShaderSourceFactory; pDevice->GetEngineFactory()->CreateDefaultShaderSourceStreamFactory(nullptr, &pShaderSourceFactory); CreationAttrs.pShaderSourceStreamFactory = pShaderSourceFactory; CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; CreationAttrs.UseCombinedTextureSamplers = true; RefCntAutoPtr pVS, pGS, pPS; { CreationAttrs.FilePath = "Shaders\\GSTestDX.vsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX; pDevice->CreateShader( CreationAttrs, &pVS ); } { CreationAttrs.FilePath = "Shaders\\GSTestDX.gsh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_GEOMETRY; pDevice->CreateShader( CreationAttrs, &pGS ); } { CreationAttrs.FilePath = "Shaders\\GSTestDX.psh"; CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL; pDevice->CreateShader( CreationAttrs, &pPS ); } PipelineStateDesc PSODesc; PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = False; PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE; PSODesc.GraphicsPipeline.BlendDesc.IndependentBlendEnable = False; PSODesc.GraphicsPipeline.BlendDesc.RenderTargets[0].BlendEnable = False; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = pSwapChain->GetDesc().ColorBufferFormat; PSODesc.GraphicsPipeline.DSVFormat = pSwapChain->GetDesc().DepthBufferFormat; PSODesc.GraphicsPipeline.pPS = pPS; PSODesc.GraphicsPipeline.pVS = pVS; PSODesc.GraphicsPipeline.pGS = pGS; PSODesc.GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_POINT_LIST; pDevice->CreatePipelineState( PSODesc, &m_pPSO ); } void TestGeometryShader::Draw() { if(!m_pDeviceContext) return; m_pDeviceContext->SetPipelineState(m_pPSO); m_pDeviceContext->CommitShaderResources(nullptr, RESOURCE_STATE_TRANSITION_MODE_TRANSITION); // Draw 2 triangles Diligent::DrawAttribs DrawAttrs(2, DRAW_FLAG_VERIFY_ALL); m_pDeviceContext->Draw(DrawAttrs); SetStatus(TestResult::Succeeded); }